Large Fey (Archfey), Any Alignment
Armor Class 14 Natural Armor
Hit Points 102 (12d10 + 36)
Speed 40 ft., fly 60 ft., burrow 30 ft.
STR
1 (-5)
DEX
1 (-5)
CON
1 (-5)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Petrified, Poisoned, Unconscious
Senses Blindsight 15ft, Darkvision 60ft, Passive Perception 10
Languages Languages it knows in normal form.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Illumination. The Leshen sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Nature Walk. The Leshen can burrow through nonmagical earth and plants. While doing so, the Leshen doesn't disturb the material it moves through.

Siege Monster. The Leshen deals double damage to objects and structures.

Charge (Recharge 4-6). If the Leshen moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d8) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be flung backwards 10 feet and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d8) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone (the creature that is thrown at cannot catch the creature being thrown).

Keen Hearing and Smell. The Leshen has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. The Leshen makes two attacks

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be grappled.

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Paw Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (2d8 + 4) bludgeoning damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Bonus Actions

 

 
Reactions

 

 
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

 

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
11/13/2023 2:09:35 AM
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Genesis_Daryil